re-add physics mod ocean support. tweak refraction strength falloff with distance

This commit is contained in:
Xonk
2025-04-01 20:36:18 -04:00
parent 450ec181e4
commit 9ce449690a
7 changed files with 317 additions and 19 deletions

View File

@ -153,6 +153,11 @@ uniform float waterEnteredAltitude;
#include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl"
#if defined PHYSICSMOD_OCEAN_SHADER
#include "/lib/oceans.glsl"
#endif
float interleaved_gradientNoise_temporal(){
#ifdef TAA
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
@ -395,9 +400,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 FragCoord = gl_FragCoord.xyz;
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
#ifdef TAA
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
#else
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0));
#endif
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
////////////////////////////////////////////////////////////////////////////////
@ -465,9 +473,31 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 normal = normalMat.xyz; // in viewSpace
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
#if defined DISTANT_HORIZONS
float PHYSICS_OCEAN_TRANSITION = 1.0-pow(1.0-pow(1.0-clamp(1.0-length(feetPlayerPos.xz)/max(far,0.0),0,1),5),5);
#else
float PHYSICS_OCEAN_TRANSITION = 0.0;
#endif
if (isWater){
if (!gl_FrontFacing) {
wave.normal = -wave.normal;
}
normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION);
Albedo = mix(Albedo, vec3(1.0), wave.foam);
gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam);
}
#endif
#ifdef LARGE_WAVE_DISPLACEMENT
if (isWater){
normal = viewToWorld(normal) ;
normal = viewToWorld(normal);
normal.xz = shitnormal.xy;
normal = worldToView(normal);
}
@ -485,7 +515,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
#ifndef HAND
#if !defined HAND
if (isWater){
vec3 playerPos = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz);
vec3 waterPos = playerPos;
@ -510,11 +540,19 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
// tangent space normals for refraction
TangentNormal = NormalTex.xy;
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
normal = applyBump(tbnMatrix, NormalTex.xyz, PHYSICS_OCEAN_TRANSITION);
#else
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
#endif
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
worldSpaceNormal = normalize(viewToWorld(normal).xyz);
worldSpaceNormal = viewToWorld(normal);
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
if (isWater) TangentNormal = normalize(wave.normal).xz;
#endif
// TangentNormal = clamp(TangentNormal + (blueNoise()*2.0-1.0)*0.005,-1.0,1.0);
float nameTagMask = 0.0;
#if defined ENTITIES && defined IS_IRIS
@ -678,6 +716,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
// if nothing is chosen, no smoothness and no reflectance
vec2 specularValues = vec2(1.0, 0.0);
// hardcode specular values for select blocks like glass, water, and slime
if(isReflective) specularValues = vec2(1.0, harcodedF0);
@ -708,7 +747,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float Shadows = 0.0;
#endif
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), worldSpaceNormal, roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, isWater, reflectance, flashLightSpecularData);
gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
@ -749,7 +787,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = worldSpaceNormal * 0.1;
gl_FragData[0].rgb = vec3(worldSpaceNormal.x,worldSpaceNormal.y*0,worldSpaceNormal.z*0) * 0.1;
gl_FragData[0].a = 1;
#endif
#if DEBUG_VIEW == debug_INDIRECT